does it have any lore connection the the knight templars? The ships design are different but the color scheme is somehow close.
great work. I think in a near future you'll have more factions than vanilla has
First off, thanks for the mod, really love the ship designs :).
Secondly, is the Strand meant to absolutely guzzle fuel? Its cost of 7 fuel/ly seems to be significantly higher than all other cruisers, which max out at 5 as far as I could tell from skimming through the codex.
Is it compatible with nexerelin?
Making it any stronger than it already is would be completely broken.
If used right it can cripple targets better than a tachyon and is fine the way it is.
Plaid is built-in only.
There should never be that many missiles between you and a target unless you're fighting something that's covered in Annihilator pods.
@Kaeladin:
Verge and Skye are getting some changes to make them more distinctive in their roles as battleline cruiser and skirmisher respectively.
The carrier thing is a vanilla issue, really. The Drover sets a ridiculous baseline for destroyer carriers where even in vanilla spamming Drovers will beat cruiser carriers in terms of sheer DP efficiency. I'm adjusting the DP values of Tress and Strand a bit for now which should improve things a bit.
I have found a bug with the filament, should I post it here, or somewhere else?
Love the ships so far.Only minor problem i have found is the Filament even with an aggressive officer wont directly engage and tries to stay out of cqb and only use fighters.Havent noticed that with other battlecarriers playing nex,they usualy charge right in with cruisers etc.Even when i give them a direct attack order they hang back and wont move up to use main weapons.
A quick clarification question about the Tousle; am I correct in thinking that it's really doing 5x100 (for the total 500 damage) per shot because the main round splits into 5? It's been a pretty fun weapon to use and I think it's definitely a solid 1k range KE, but assuming that's how the damage calculation works then I do wonder if it could use a slight boost given its 14OP cost.
Great.
Also, just noticed ScalarTech is hostile-by-default to Hegs, pirates and LP, but not LC. I really does not read a lore, is it intended to be neutral with LC?
And currently all ScalarTech fleets are so D-moded. Maybe they deserve at least corrupted NF? (Off course if lack of it is not lore based. AIAS didn't read it.)
"startSpecialItems":[
[["tahlan_scalartech_hull_package", "tahlan_scalartech_weapon_package", ""]],
],
"startSpecialItems":[
[["tahlan_scalartech_hull_package", ""]], [["tahlan_scalartech_weapon_package", ""]],
],
"startSpecialItems":[
[["special_item_a", "params"]], /* gives one special_item_a, with the specified params */
[["special_item_b", ""], ["special_item_c", ""]], /* also gives one special_item_b OR one special_item_c (picked at random) */
],
YAY!
1. Something wrong with Spindle Protectorate market music. There are no smooth transition between the music themes when entering market. And if you stay inside the market long enough - it just stops at some point and relaunch after a few seconds of silence.
2. Spindle protectorate military requires a commission to buy advanced things. STDF requisition - not, and you able to buy there some serious stuff, like Gown, I never seen in military. Is that intended?
Very nice mod, and it seems you have plans to keep expanding and updating it, so my only suggestion is on the graphical side of things. I'm not very familiar with modding this game, but would it be possible to give the bridge rings blue glow a 'spinning energy' effect? Just to spice them up and give them a dynamic look even when they're hanging about. If you wanted to get really fancy maybe have something about it change based on the current fighter replacement rate.
Other than that, I did notice a few white pixels floating about at the edges of some of the ship sprites, but they're really only visible if you zoom in all the way and squint for a bit.
I am getting this error
https://gfycat.com/TightAromaticAlpaca
anyone else also get it or is something specifically wrong for me?
Thanks
I am getting this error
https://gfycat.com/TightAromaticAlpaca
anyone else also get it or is something specifically wrong for me?
Thanks
Old version of Nexerelin, update it. You might also want to check versions of all other mods you have, something else might be outdated as well.
Hello! Thanks for the great mod. Can you send me a file by mail or tell me how to remove the "rings" on the engines? [email protected]
Hello! Thanks for the great mod. Can you send me a file by mail or tell me how to remove the "rings" on the engines? [email protected]
Most vanilla ships feel like they have too little ordnance points before you unlock the right skills, or put a good officer in them. Many modded ships start good without any skills, get spare points for some faction specials, and then you "wonder" how they end up so strong compared to vanilla.
The mod is just great: ships system ,design, lore. Good job!!That's a... really low bar you are setting there.
In the end my Gown can go easly toe to toe against an Atlas and 2 Onslaughts and win whitout a sweat.
That's a... really low bar you are setting there.
That's a... really low bar you are setting there.
Well 100 DP ship winning against 140 DP at the same time, whitout problem, and while having its fighter almost rendered useless (bcs the AI doesn't work for them yet).
I did not test against bigger bcs I was already satisfied but i am sure it can do even better.
I would say it is an heck of ship (granted Onslaught is rather weak in the modded sector and Atlas being average).
That's a... really low bar you are setting there.
Well 100 DP ship winning against 140 DP at the same time, whitout problem, and while having its fighter almost rendered useless (bcs the AI doesn't work for them yet).
I did not test against bigger bcs I was already satisfied but i am sure it can do even better.
I would say it is an heck of ship (granted Onslaught is rather weak in the modded sector and Atlas being average).
You meant 2 onslaught and a paragon i am guessing?
Don't care. Not changing it.
There isn't enough profanity in the English language to express how much fun the Sateen is to fly.Time to learn French!
Would it be possible to put an empty station in Spindle star system so people can store ships/item?
Also I love the cargo ship and tanker ship and hope smaller versions are in the works :)
I think u need to make the weapons spawn more often/in greater numbers as its hard to outfit the ships u buy since u cant find the weapons(if doing a mainly ScalarTech fleet)
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.That's actually a vanilla bug - you can, very rarely, acquire more of a ship or item than was actually present in the fleet you destroyed. Basically, the scavenge results just look at what was in the defeated fleet, not 'what was in the defeated fleet minus the things you already recovered'.
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.That's actually a vanilla bug - you can, very rarely, acquire more of a ship or item than was actually present in the fleet you destroyed. Basically, the scavenge results just look at what was in the defeated fleet, not 'what was in the defeated fleet minus the things you already recovered'.
I suspect it's possible for a mod to address this issue for special ships, but it's also a very low probability issue and probably not a big deal.
Is this update safe to install with an existing save?
Is this update safe to install with an existing save?
If mod update, then save continuity = broken.
0.95a compatibility. Have fun!How is the mod doing with backward compatibility with 0.91a ?
not.0.95a compatibility. Have fun!How is the mod doing with backward compatibility with 0.91a ?
side note, why does the big freighter hold less cargo than an atlus but eat more fuel?
p.s Gown is my favourite ship of all time.
Love the look of this faction, excited to finally try it out in my new campaign!
Found a possible bug when playing around with the ScalarTech Solutions Test mission. None of the ships have any weapons equipped. Looks like variants aren't being applied.
Trying out commissioned crews today, joined up with Scalartech, but im getting the luddic path buff from it?
How do I fix this?
I was wondering why scalar was losing planets left and right, then I saw the "strike fleet". Its 90% tankers and freighters lol.Most recent Nexerelin versions (IIRC it's 0.10.0c and later) limit and cap the tanker amount, so Spindle fleets aren't tanker-bloated from having a far-off star system.
How do I make them stop this madness?
Nori, the Gown does show up at the main planet (I forget the name), I currently have one as my flagship. It's ~2.3 mil. Its not always available but if you keep checking it should show up. It also might be a later game ship so depending on what year you are in it might not show up yet. I am playing on standard sector so I don't know if that will affect it.Ok thanks. I'll keep looking. :)
I'm just going to leave this here because I tried Scalar Tech and really like the designs and playstyle: I'm feeling the capital ships such as the Filament and Corset need a little flux limit increase and slightly increased flux dissipation rate. I tried using them to fight vanilla capital ships such as the Conqueror (with a flux limit of 17,000 and flux rate of 1,200) and due to the flux rate of 900 and flux limit of 15,000 (granted it's a battle carrier, I know) as well as the corset with a flux limit of 16,000 and flux rate of 900. Although the Onslaught only has a 600 flux dissipation rate and 17,000 flux with the range of those built in thermal cannons it's been very difficult to defeat (with a few of it's smaller friends of course) just using a Corset or Filament with weapons such as tachyon lances or stitch beam lances. I personally adjusted the the Filament flux limit to 17,000 and flux dissipation rate to 1,000 along with adjusting the Corset's flux limit to 18,000 and flux dissipation rate to 1,000. By doing that I found they played and felt more like capital ships, but hey I'm new to this mod and just might not know how to actually use the ships to their fullest potential.
Anyhow that's my two cents on the matter and as mentioned above overall I love the mod due to it's ship design, unique weaponry, art style of the ships. I just personally feel that the capital ships such as the Filament and Corset are a little wimpy and need a little buff even with the unique Scalar Tech bonuses initially given to them. That or I just suck at using them -_-.
Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?
First things first,i love the designs and the ship overall concept,thumbs up for making them
But theres one thing that was constasntly bothering me,the faction is supposed to have only one star system or i am just unlucky?
when i start with their faction and move to buying bigger ships(verge+) i constantly run in a problem where i either cannot find the ship i want for hours(when i clearly remember seeing it there an hour ago),or just unable to fully equip them with faction weapons bcs....weapons are just not there(and i feel really bad for slapping other weapons instead),which is reaaaaly sad,any chances that will be tweaked for them to have at least a little cluster of 2-3 stars nearby?or like a military base in that area?getting their equipment is just painfull even if you already have max standing and full access to things
this becomes even more sad when they have a bad start and their economy drops,getting gown took me quite a while when they where raided by pirats and other factions bcs RNG
ehhh...i miss ships like gown....big ships with big guns go brrrr
and if it comes to suggestions....hm....i would probably consider one thing besides adjusting the faction status
adding some sort of heavier fighter type that would be just one wing in slot,but like....small frigate sized?(with apropriate stats and weaponry)
as in my testing everything else besides the garter was nearly useless and couldnt do much later,with garter just shining a very bright light due to naturally being a heavy bomber with one shot at decent range
while anything else that tries to engage in CC just gets demolished and you have to replace it to not lose crew and combat performance later on
or,make fodder tiers to be complete automatic and not require crew for them to do their job as a complete wall of meat, but you wont lose your crew now
Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?:)
I'm not adding more systems for them. Wouldn't fit their lore. Weapons are available enough between their two planets and the extra market at Charkha.
i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazingIt will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.
This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.
I am curious about what is their weakness?
Wait, that balance wasn't intentional?
based, thank you. that station theme? *** beautiful mani only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazingIt will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.
It's the Gown, you can find it sometimes on their special market at their main planet. The one that sells you stuff just for being friends with them.Got it, thanx
I never seen a super-capital (dont know it name) from preview, in NPC fleets and my agents didnt see it fraction rodster - it is some sort of quest ship or cut from mod? Like kadur Caliph?
I didn't forget! I just been really busy with... Stuff. And thank you I am glad you enjoy them friend :)based, thank you. that station theme? *** beautiful mani only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazingIt will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.
God, the ships look amazing.
Requires:Are you sure about that?
LazyLib
MagicLib
@Nia TahlQuoteRequires:Are you sure about that?
LazyLib
MagicLib
Try using only ScalarTech plus LazyLib & MagicLib only and tell me if you crash on load.
I am sure and I don't crash on load. And dial back the passive aggressive bs next time.Did you leave Nexerelin enabled when you tried that, though?
I am sure and I don't crash on load. And dial back the passive aggressive bs next time.Did you leave Nexerelin enabled when you tried that, though?
I just tried running with only ScalarTech, Nex, LazyLib and MagicLib, and it worked.Ah, I see. Nexerelin was the missing requirement...
Nex shouldn't be a hard requirement. I've tested without Nex enabled. Just give me a bloody crashlog jfc.I'm sorry. Just me screwing up too many times. I started from a fresh SS install and added Scalartech + Lazy + Magic and everything worked.
Is it intentional that the utility ships are not included in the ScalarTech BP package?
In multiple runs I've made Spindle one of my first stops to grab a Camise(one of my favorite freighters) but have yet to see a Camisette for sale. I also check the Scaler fleets and haven't seen one among them either.
I really like ScalarTech Solution mod. I've been playing this mod in detail for the past two months, and I think such a good piece is worth promoting to more players.
Now I want to translate this mod into Chinese and post it on SS Chinese forum.
Of course, all this will be realized after you authorize me to publish Chinese version of ScalarTech Solution 0.8.3 and it future version on SS Chinese forum.
Will you give me this permission?
Finally, expressing my sincerest thanks to you for your efforts! ;D
heya Nia! idk if this is the place to post a suggestion, but is it possible in the future we could get some degree of a dreadnaught level supercarrier, for that true late game strike craft mayhem? i think the gown is a amazing/beautiful ship, but i was hoping a more strike craft oriented ship to utilize that schalartech strike craft projection. this mod of yours is by far my favorite of all the faction mods aesthetically and its unique carrier/fighter orientation awesome. i am not aware of the difficulties that go into modding but am just a fan of your mod, and curious if its a possible addition.
I had to take a look in the game files to see where that smooth ass music was coming from. Luckily I'm friendly with Spindle otherwise I'd never have heard tahlan_spindle_friendly.ogg. Great track Mesotronik
The Gown capital ship is absolutely amazing; I think it was the first modular ship I had ever seen. It has since become my favourite ship of all time. Strinn didn't even mention the it in his review, and yet it is hands down the best part of the mod lol.Try RED you will be amazed (maybe not, if not contact your amaze vendor)
First point won't happen. I don't really want a lot of large mounts in the faction. They specifically are a standout aspect of the Gown. Tineolas on a smaller mount would also be too oppressive due to their design, not to mention it'd be hard to make it look nice given the sheer scale of the missile.
Larger tanker? Maybe at some point, will see.
Custom stations? Very unlikely. Spriting a station is about as much work as spriting a small faction and I just don't have the time for it.
What about a scaled down version of a Skirt as a fighter?Are you sure you didn't mean to type outSo we can have miniskirts!
Do you need to start a new game for it ?
Are ScalarTech trade convoys supposed to have vanilla ships like wolves in them?
Yes, ScalarTech supplements its lineup with "standard" High Tech ships.Thank you! ScalarTech ships have very striking visual designs so when I saw some vanilla ships in there I was wondering if I had some mod conflict somewhere. Good to know that isn't the case!
I just wanted to say that I absolutely love your mods, but I have a question about the Gown. Is there any way to force the weapons on the side modules to be under the control of the player, or maybe just so they'd focus on the current target if it's in range?
Ran into some issues with the Gown when trying to use arma armatura hull mods or modern carrier carrier core hull mods. if put on the core they dont get shared to the other sections and if you put them on one of the sections it wont share it with the section that doesnt have it. It doesnt crash the game, it just doesnt work. However, you do get an awesome fireworks show if you try swarmer core on the modular sections.
Is there any way to spawn in this faction in an existing save with console commands?
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?
He only wants the ships, doesn't want the faction.Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?
I'm not sure I understand the question here
He only wants the ships, doesn't want the faction.Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?
I'm not sure I understand the question here
No, why would there? The ships only spawn as part of the faction. Disabling the faction would make the whole thing pointless.
No, why would there? The ships only spawn as part of the faction. Disabling the faction would make the whole thing pointless.
I have only seen *one* Gown class and that was owned by a Spindle fleet with an unsanctioned bounty on it and I'm currently commissioned by ScalarTech. Is that the only way to get one or is the spawn rate just *extremely* rare?
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?
Ok dumb question, but where is the spindle system? i looked up a video that went over this mod and im not seeing spindle in my game where it was in the video. Getting the weapons and ships to show up fine tho. Did you move it or is it something on my end?
Any chance Frock will be added to IndEvo engineering whitelist? I wanna make my own!
Any chance Frock will be added to IndEvo engineering whitelist? I wanna make my own!
Best move would be to add it yourself, or even disable the whitelist. Find the hull ID for the Frock (typically the name of the ship's .png in the files) and add it to the config file.
Of course, make a backup incase you mess it up.
Random question, are there any recruitable named officers in this mod?
Random question, are there any recruitable named officers in this mod?
If you have the mods that allow you to capture defeated officers and Nexerlin, you either have a chance to (or guaranteed to get; depending on the mod you use) the bounty officers from ScalarTechSpoilerAuri Calus is a pretty beefy officer with
"ballistic_mastery"
"systems_expertise"
"ordnance_expert"
"damage_control"
"impact_mitigation"
"point_defense"
"polarized_armor": elite
"missile_specialization": elite
"energy_weapon_mastery"
"target_analysis"
"gunnery_implants"
"electronic_warfare"
"helmsmanship"
"combat_endurance"
"field_modulation"
"coordinated_maneuvers"[close]
Updated to 0.96a.
This will break saves if you used the previous version under 0.96a due to changed package structure for the codebase.
Loving this mod, it's beautiful and unique amongst the rest of the factions. One question, I've accepted the howling phantom bounty, but I've found it to be too difficult and am running out of time to complete it, if I fail will I get another chance at the bounty randomly in the future, or was this my only shot once accepted? Any advice for fighting them would be appreciated, sadly I have a hard time piloting ships manually so I let the AI follow my directions.
Love the mods, it's beautiful and fun, though my filament does a lot (that might be a skill issue on my part) btw real question, will you do cross-mods content, like with the UAF or the station manager (I forgot the name of the mods at the time of writing)
i'm gonna start this off by saying i absolutely love this faction to death and i recently came to the game after a bit of a hiatus and i'm noticing something increadibly off. whenever i use stitch beamlances they seem to oneshot literally everything including stations i am however also running the realistic combat mod and i am not sure whether or not whether it is affecting this weird behavior or not because currently a 2 filaments with 2 stitch beamlances each have killed a full S-Modded hegemony fleet with ease. hope this is easily fixable! (i can also link my full mod list if that's needed but i dont think anything changes combat in there except realistic combat)
If I wanted it to have 3 large missiles, it would have 3 large missiles
You do know you can see the list of available, active and completed custom bounty in the console console, right ?
Vestige is IBB, so requires SWP
I am running a playthrough with this mod, and i have to say i really like it so far. I have some feedback regarding the Lace Pulse Repeater. It is very powerful compared to vanilla weapons, It has 500 dps as a medium energy weapon with 1 flux/damage ratio, the only vanilla energy weapon with that power is Heavy Blaster with the same range, dps and ordinance points cost, but with a ratio of 1.44 flux/damage. I think the lace should have either lower dps/efficiency , or a bigger ordinance point cost to be on par with the vanilla alternatives.
The big difference here is that the heavy blaster has significantly higher armor penetration than the lace. You should rather compare it to the pulse laser.
The big difference here is that the heavy blaster has significantly higher armor penetration than the lace. You should rather compare it to the pulse laser.
True. It has higher armor penetration due to the high single-shot damage, but it's less efficient when damaging shields (since the single projectile damage does not pierce them). It's also a riskier weapon since all the damage is concentrated in a single projectile that can miss and generate bursts of flux, potentially overfluxing the ship if the pilot isn't careful.
When compared to the Pulse Laser, it costs 2 ordinance points more and has 0.2 worse efficiency. However, it deals 166% more damage than the Pulse Laser in a single medium slot. The Pulse Laser still remains useful for ships with weaker flux dissipation that simply can't handle the increased flux generated by the Lace.
But for ships with higher flux dissipation where the aim is to maximize sustained DPS, like the overcharged Aurora, it's hard to find a case where the Heavy Blaster is as good of an option.
This doesn't make the Laser broken or anything, but it does turn the Blaster into a more niche weapon.
Is skirt really balanced? I am 100% bad at piloting, but just destroy everything while piloting this beast. And its system: it's a speed boost, it's damage, it's point defense, it's emp, it's 0 flux. Does give its pilot a fresh baked pie every time it's used as well? (no negativity, just joking, awesome mod)
Playing with ScalarTech in my current game i got a bounty early on for the Silken Banshee.
I went to check it out but was no match for the banshee's fleet.
Now that I'm stronger and feel ready the bounty no longer exist, does that mean that I will not be able to fight her?
Is there any way to trigger the event again?
Playing with ScalarTech in my current game i got a bounty early on for the Silken Banshee.
I went to check it out but was no match for the banshee's fleet.
Now that I'm stronger and feel ready the bounty no longer exist, does that mean that I will not be able to fight her?
Is there any way to trigger the event again?
You can reset the bounty with the console (need the console commands mod and of course MagicLib): Magiclib_ResetBounty [bountyID] is the command you need (you can find the Banshee bounty ID with Magiclib_listbounties, but it should be tahlan_SilkenBansheeBty ). You'll need to get it again from scratch as usual in a bar.
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.
But NIIIIIIA, thinking is HAAAAARDI've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.
or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads. Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***. I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.
or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads. Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***. I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.
or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
So its 'complain to Histidine for not having this feature', which he's certain to have heard before and won't cause it to change any faster. Oh well.Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads. Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***. I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.
or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Nex, basically. The diplomacy and alliance system in simply is very binary. Either you're in an alliance or you aren't. It doesn't support nuances like non-aggression pacts which is what the Spindle-Diable-relationship is meant to be.
random comments in files are just that. They aren't lore dumpsWell, we could make a shared retaining wall joke then.
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads. Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***. I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?
What should I do to get a kimono?To defeat a IBB or HVB with kimono in it?Yes. Kimono is in a hvb from pirates so look in pirate bars.
"a feet made possible by her ageless artificial form,"OR Maybe? ??? ??? ???
Did a 100% ScalarTech only campaign a few weeks ago. Was absolutely awesome. Such pretty ships, and all the EMP was glorious.
I love this mod, I can't escape it! After trying ships from every base game faction and from sooo many modded factions I keep coming back to the Banshee. It's literally the most fun ship to pilot I've ever tried. The ship system feels so good to use, especially how you can use it to turn on a dime. You might be a big wide manta ray of doom but you can suddenly be pointed in a completely different direction with all of your forward facing firepower. It has a nice skill ceiling to work up to because it shuts down your shields as well, so the shield management creates a challenge that needs to be solved. A very satisfying, rewarding and versatile ship.
Thanks for making my favorite ship in all of Starsector and the expanded Modiverse!
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns? This "should" force them to fire whenever the guns that the missiles are grouped with fire.
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns? This "should" force them to fire whenever the guns that the missiles are grouped with fire.
I don't remember if I did, and I'm not in front of my gaming computer (holidays and all), but I'll see when I get back. Although I would say that it doesn't really solve the issue. Furthermore, I use Tear missiles, meaning that, even at medium size, I don't have a lot of ammo (is that eight of them ?). I'm not sure I want the AI to spend them so liberally. I fixed the problem by not using the Sateen at all, which is a shame since it makes for a great frontline holding ship. I'm just bummed to see it not using the equivalent of dozens of points of equipment. Maybe the real issue comes from the number of mods I use, in which case Scarlatech isn't responsible and I just need to accept it. Don't know.
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns? This "should" force them to fire whenever the guns that the missiles are grouped with fire.
I don't remember if I did, and I'm not in front of my gaming computer (holidays and all), but I'll see when I get back. Although I would say that it doesn't really solve the issue. Furthermore, I use Tear missiles, meaning that, even at medium size, I don't have a lot of ammo (is that eight of them ?). I'm not sure I want the AI to spend them so liberally. I fixed the problem by not using the Sateen at all, which is a shame since it makes for a great frontline holding ship. I'm just bummed to see it not using the equivalent of dozens of points of equipment. Maybe the real issue comes from the number of mods I use, in which case Scarlatech isn't responsible and I just need to accept it. Don't know.
I think ultimately it might just come down to how conservative the AI is with missile weapons that have finite ammunition. I've noticed that when equipping my AI ships with some missile systems that have regenerating ammunition that they use those missiles a lot, so that's generally what I try to equip on those ships in my fleet. That said, unless you have mods that provide a greater variety of those kinds of missiles it might not be possible to equip your ships with missiles for all situations that they won't be so conservative with. I personally like some of the missile weapons provided by Machina Void Services and the VIC factions. Diable Avionics also has a good regenerating one too.
Another thing might be captain aggressiveness. I don't know if that can effect missile use frequency but might be worth a try too.
speaking of which, here you go
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?
These are acquired from the unofficial bounty boards at bars.
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?
These are acquired from the unofficial bounty boards at bars.
If you've updated to the latest Magiclib, it's now a screen you can access from the personal or bounty tabs. Just open your intel and navigate to it if you're near a system.
oh yeah also is it me or spindle faction are too weak for nexerelin? they keep getting charka obliterated by either hegemony or luddic church. this is my third play through when i trying to allied with them i literary has to babysit charka from ludd invasion.
oh yeah also is it me or spindle faction are too weak for nexerelin? they keep getting charka obliterated by either hegemony or luddic church. this is my third play through when i trying to allied with them i literary has to babysit charka from ludd invasion.
I've actually never had that problem with them, but they are a small faction at the start. I usually see Spindle ally with Brighton and Diable early in my games so I imagine that's helped stave off problems for them.
Iirc, modules (be it on stations or ships) work as completely separate "ships" glued to your main hull. Saw someone else ask about a similar problem with SWP's Cathedral. Essentially, they work independently from your own character and their skills.
Yes, I know linux has case sensitive file names and no, I can't be bothered to check all the filenames every time. I fix it when the occasion presents itself, but don't count on it ever being a priority, sorry
Anyone know if ScalarTech (and also Tahlan's Shipworks by chance) current versions function just fine in Starsector 0.97?Can confirm, been using both, works fine on 0.97a with no issue for me
Anyone know if ScalarTech (and also Tahlan's Shipworks by chance) current versions function just fine in Starsector 0.97?Can confirm, been using both, works fine on 0.97a with no issue for me
Working on 0.97 just fine.
A classic one, fits almost any playthrough. I really like weapons and fighter wings from this mod. stitch looks ugly on sunder though *cough* In terms of ScalarTech ships, I personally tend to overuse Tress and Strand carriers. Sateen is kinda under-fire-powered for a capital, but on manual control is really fun to play with. Top 1 small faction mod for sure, feels like a non-invasive DLC for vanilla+ run, incredible.
Reaper+ torpedo is worth to be mentioned separately, at least by using size 6 font
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.
I just cba to do release for a single line change in the mod info file